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Showing results for tags 'mesh'.
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https://alexeyvanzhula.gumroad.com/l/modeler2023/black_friday
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I always have problems with motion blur for water surface mesh, One time I fixed that problem but I forgot that. as you can see I used a trail SOP to produce velocity for the mesh but the trail SOP creates velocity per point and that's why the motion blur is odd. How can I create proper motion blur for water surface mesh?
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- motion blur
- flip
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I made a free Brush tool. It is also built into the Modeler add-on. https://alexeyvanzhula.gumroad.com/l/brush_tool_for_houdini
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https://youtu.be/Y_SI5MMWkYs
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Hey fluid masters, is it possible to combine 2 Particle Fluid Surface nodes? I am getting better "gloop" and tension in the meshing of 2 different sims using PFS. VDBs, not so much. Even using VDB to Particle Fluid Surface is not as good as PFS. See where it simply Boolean Unions and doesn't Mesh them together like the Particle Fluid Surface node? Cheers!
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Hello, I'm breaking a tree with bunch of branches. So everything work fine with RBD and I manage to create bone for each branch then stick them to the animated rigid mesh. But when I use point deform to deform the original mesh with the bones then I get a heavily distorted result I checked multiple times with attributes and I'm pretty sure the values are matched. I google for weeks and can't get around it. This is the file. I think this amount is enough but if not I can update it right away. I hope someone can point out where did you do wrong. Thank you for reading this. ASk_PointDeform_v2.hipnc
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Hey All! Currently I'm almost a month in now, trying to accomplish something inside houdini as a complete newbie. I was hoping there would be someone out here that has the knowledge to help me out a bit. Every tip is a helpful one for me at this stage entering the amazing world of houdini! So this is what I'm trying to accomplish. I'm trying to simulate a logo inside a big bath full of chocolate that slowly sinks down and drowns in the thick, viscous fluid. I got everything set up with an ocean source, narrow band particle sim and got everything cached. It looks pretty fine, until I continue to the meshing part. I've already spent quite some time trying to get to know the particle meshing tools inside of houdini, and for this case the best one turns out to be the workflow using the VDB toolset (since It gives me the most flicker free results). It get's pretty smooth as well, and I can give it a final smooth using a normals node, followed by a attribute blur that blurs out the point normals. Now comes the part where I'm getting stuck: I'd like to export this to another 3D application. In this case Cinema 4D. But unfortunately, I can't seem to figure out a way to transfer over these smoothed normals to an alembic file. What could I do to render out the pretty result in cinema, like I'm getting in houdini? Thanks a bunch in advance guys! I already learned A LOT from all the crazy talented people on this forum, so thanks a ton for that already. Stay safe,
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LAST CHANCE TO BUY MODELER FOR HOUDINI AT A DISCOUNT BEFORE THE NEW V2022 RELEASE. THE UPGRADE TO V2022 WILL BE FREE IF YOU BUY AT A DISCOUNT NOW. THE DISCOUNT IS VALID FOR A COUPLE OF DAYS: https://alexeyvanzhula.gumroad.com/l/mdNet/Discount
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BLACK FRIDAY DISCOUNTS: https://alexeyvanzhula.gumroad.com/l/mdNet/BLACK_friday https://alexeyvanzhula.gumroad.com/l/iWQyT/black_friday https://alexeyvanzhula.gumroad.com/l/nuBwF/black_friday
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- modeling
- soft boolean
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Hello, I am trying to extrude faces of a mesh depending on it's prim number, I tried to do it in the "Group" parameter, but it's not working. Any help is appreciated!
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Z allows you to simultaneously edit geometry in Houdini and ZBrush. The toolkit is designed for modeling and animation artists and divided into four parts: 1. Data exchange between programs without using files. The function may be of interest not only to Houdini users but also to ZBrush users who want to improve their workflow by an order of magnitude 2. Blend Shapes creation in Houdini and ZBrush. Tools optimized for high-poly animated geometry 3. Converting FiberMesh to Houdini Curves 4. Built-in remeshing with ZRemesher. Provides a convenient way for partial remeshing and clean mesh with smart relaxing Product link: https://alexeyvanzhula.gumroad.com/l/nuBwF Lightweight version: https://alexeyvanzhula.gumroad.com/l/RaNuJ
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Soft Boolean technology, which was previously part of Modeler for Houdini addon, is now available as a separate product. Soft Boolean tools allow you to stitch polygonal meshes with boolean operations and adding accurate fillets to the resulting geometry. Houdini node can be used with the classical procedural way as well as with the help of special shelf tools. Also, the node can be used in other programs using Houdini Engine. The package contains a plugin for Houdini and some scripts for Maya. Release video: https://vimeo.com/592734907 Product link: https://alexeyvanzhula.gumroad.com/l/iWQyT
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- boolean
- soft boolean
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Modeler 2021 for Houdini Released! Release notes: https://www.dropbox.com/.../Modeler-2021-Release-Notes... Product Link: https://gum.co/mdNet Release video and new video tutorials will be available soon
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Does anyone know if it is possible in H to conform one humanoid mesh to another? I'm really looking for a procedural method for aligning dimensions and orientation of a destination mesh with a base reference source mesh. I don't think I need a morph SOP, because the destination needs to retain some (or perhaps most) of its own identity, but needs to conform the general object space that the source mesh occupies. Blender offers a sort of shrink wrap function that projects vertices from source to destination, but I'm not convinced this will do what I'm after. Any ideas on this from the community? Just a point in a general direction would be a good help. I'm quite new to H, so I know there is a steep hill ahead and I've got my hiking boots on! Thanks.
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Hey Guys, I came across a problem when simulation a vdb-mesh-transition and i was wondering what the proper workflow would be to replace my final mesh (the text in this case) with the text-mesh i was initially beginning with. I've read about point deform but this SOP didnt help me at all.. Im sure there must be a way to replace it in the right way but im just stuck like the total beginner i am.. I would appreciate any kind of help or direction very much!
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Hi there! I have this melting setup with a POP solver, basically scattering some points onto the original mesh and then melting then and meshing back everything again using "particlefluidsurface". So I have been trying to get rid of this flickering on the mesh, I have over 500k points and I also tried increasing the samples and playing with the particle separation in the "particlefluidsurface" I also tried using "vdbfromparticles" but its more or less the same result. I want to know if there is anything I can do to help reduce the flickering? Any help on this is much appreciated Thanks in advance untitled10.mp4
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Hello everyone, this is my first post here, I hope everything is I write is clear :::) Im working on a complex wearable, generated from a a simulated sun exposure in houdini. Right now its in a VOP Sop node because it gave an effect close to what im looking for. Like in the photo attached, these gills/petals currently have their opening both facing upwards and downwards, ideally if like to achieve the opening only on the bottom, with a substantial overlap between these gills/petals. The system needs to remain based on the "solar exposure" for the project! If you have and ideas or references about how to achieve this effect please let me know! :::) Wearable_gills_petals.hip Female_naked_smoothed.bgeo
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- gills
- displacement
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I originally made a post in in the WIP section, but have finalised a selection of images that demonstrate the extent of the project at this particular time. Hope to get some tips, speculation and direction . The work started with an idea of looking into systems of growth and the procedural simulation of that growth. The question of landscape surveillance and 'fertility' arose - can a landscape (or object) topology be evaluated for growth? In this case the landscape would be a scanned model of a terrain, converted from pointcloud to mesh data and thus reinterpreted as a topology of points and primitives with certain inherent attributes: Position (vector), Normals (vector), and curvature (scalar) predominantly. The simulation can then search for 'flatness' and eliminate areas of surface beyond a limit of acceptability. The surface is then displaced whilst maintaining ties to the remainder, this seemed to mirror a process not too dissimilar to inflation (although much more noisy and undefined), always using the retopologised mesh (and thus recalculated attributes) as a driver for the next frame of growth. Generated or grown form is evaluated through a series of spatial explorations with particular functional characteristics in mind. Much like a single-surface-landscape produces the massing for proposed architectural volumes, these volumes are then reinterpreted as single-surface forms that morph into a typology of architecture defined by certain rules. The primary purpose of the interior volume is to house the program of an architecture. The height of the form is predetermined in the procedural algorithm of massing to produce volumes within a range of heights (for example between 3 and 20 meters). The nature of the form suggests an architectural language of evaluated skin as a means of facilitating architectural space. This is then differentiated to provide for the various requirements of a space of production - for example: how can the floor surface serve as a platform for plant growth; how can the side envelope serve as a mediator of thermal comfort; etc? A. There is a desired differentiation between roof and side envelope - key factors to be considered are the issues of transparency in form for light to enter the space below and the capacity to drain rainwater or melting snow. B. An impression of uniformly distributed structural frames is suggested as a method of holding up a dressing of skin not too dissimilar to ideas of bone to muscle tissue connections. C. The form is interpreted as a skin multi-functional, multi-material character. There is a desire for a thermal envelope mixed with porous characteristics that allow for breathability within the interior environment, light, and mediation from the harsh external environment. The following images are all excerpts of a fully procedural exercise; all grown; but in various stages of development of the same system.
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- simulation
- growth
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Hi guys, I'm testing Arnold for Houdini and I noticed that mesh light doesn't work in any condition. So do you think there is a way to recreate a mesh light with Arnold light shader? Thank you
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Hello, community! Is it possible to stick UV to deforming topology of an object? I have a growing geometry made with solver and vdb advect. Then I convert vdb to polygons and my UV start floating through geometry. Triplanar also fails to fix it. Number of points is changing constantly and I wonder if there is some technique to make them keep the UV?
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Is there any "real" attribute in a mesh that defines how vertex UVs are connected together? Or is it only implicit, so if two vertex UVs have the same position, they are considered merged? For contrast, in Maya a UV set is considered its own pseudo mesh, with the same UV point connecting to multiple face vertices, its own distinct topology buffers etc.
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Hello fellas, I have been trying to create a simple shape using the curve sop and then the intention is to convert to mesh, extrude it and use the ray sop. However, once I convert the curve to mesh, some of the polys on the new mesh overlap each other. I have been trying so many ways to solve this but so far I haven't succeeded. Attached are the images showing what i'm seeing here. Any help is much appreciated. Thanks!
- 11 replies
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- convert
- overlapping
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Product link: https://gum.co/KYCgR What's new: 1. The Modeler core has been completely rewritten. Performance, stability and UX are improved. 2. A hotkey system has been created. Hotkeys are now configured in a separate editor (Hotkeys shelf tool). The editor allows you to quickly configure keyboard and mouse shortcuts. Unlike other modeling programs, you can now associate any tool with any combination of keys or mouse actions. In a similar way, the mouse and keyboard are configured in Nevercenter Silo, but unlike Silo, there are no restrictions here. That is, you can assign absolutely any tool to the mouse. On the other hand, mouse tools such as interactive selection can also be assigned to keyboard shortcuts. Also, unlike the standard Houdini behavior in Modeler, you can use the additional two mouse keys X1 and X2 (Ctrl+X1, Shift+Ctrl+X2 etc). The Hotkeys editor has two default mouse layouts: 1. Standard - that works just like DM and the previous Modeler version - LMB to select items and MMB to drag them 2. Pro - which allows us to select geometry components with RMB and drag with LMB. MMB used to select invisible items too. 3. The interactive state system (add-on for Python States) has been rewritten from scratch. Many tools have become more interactive and have the ability to customize the node in the viewport. In addition, you can quickly create custom interactive python tools for your own HDAs. The mouse wheel now works more universally. In many nodes, the wheel allows you to change the Uniform Scale parameter. List of nodes that now use state tools: Soft Boolean, Insert Mesh, QPrimitive, Array, Hose, Bevel, Extrude, Bridge, Set Flow, Smooth Points, Thickness, View Deform. 4. Retopology tools (Topo category) have been redesigned. TopoDraw tool (Alt+A) allows you to quickly draw poly patches on the reference geometry. It has an ability to snap to existing geometry. Topo mode (Alt+T) now packs the reference model. This speeds up the entire process of retopology with millions of faces. The Push tool now works in the Topo mode, which allows you to get the desired result even faster. In addition, the Push tool has improved performance and stability. 5. The Insert Mesh SOP was redone from scratch. It has interactive tuning, better performance, and more accurate results thanks to improved normals. 6. The Deform menu was merged with the Align menu and renamed to Transform Menu (Z). 7. The Relax tool renamed to Smooth. The tool is completely redesigned and takes advantage of Python States. Using the Smooth tool, you can smooth points or polygons in a standard way. On the other hand, the edges are smoothed as separate curves. Combined with interactive enhancements, the tool allows you to quickly fix messy areas. 8. Tools that create modeling nodes were removed from the Modeler shelf. Only general tools are now on the shelf. Direct modeling tools are now called from the Modeler mode. Added shelf tools: Delete Node, Merge Nodes, Stash History, Pack History, Clean History и Delete Attribs 9. Added a new tool Repeat Node Parms that allows you to apply settings from previously created nodes of the current tree 10. ToolsPanel (spacebar) renamed to Launcher. Launcher tools have been re-sorted and have a new Mouse section for interactive tools like selection or dragging 11. For Bevel, Bridge, Extrude and Smooth tools separate nodes were created 12. Bevel, Extrude, Inset, Smooth, Thickness hotkeys can work as sticky keys. That is, the call of a hotkey, for example, of the Extrude tool, leads to an instant change of the extrusion value before releasing the key. 13. Added Inset tool that uses Extrude SOP. In contrast to the Extrude tool, the first time you start Inset, you can change the inset with LMB. 14. The Lattice tool removed. It is now replaced by improved View 4 and View 9 (View Deform) from the Transform menu (Z) 15. Tools for a quick preview of the subdivided geometry were created: Preview Subdivide (Alt+1) и Preview Subdivide Wire (Alt+2). Standard viewport subdivision and instance subdivision (Symmetrize Tool) ar assigned to Alt+3 и Alt+4 respectivelly. 16. Select By Normals mode (6) allows you to select components based on normals 17. Local transformation tools have been added to the Transform menu: Local Move, Local Rotate и Local Scale 18. An Extend (Y) tool. This add-on to the Extrude tool allows you to quickly extrude edges and polygons using handles. 19. The Bridge Connected tool returned from the DM package 20. Slice, Clip and Mirror tools have the ability to set the initial origin based on points selection center 21. On the next call, the Delete tool changes the node so that it deletes unselected geometry. 22. The KitBash tool now offers to automatically create a KitBash panel if it is not created 23. Shift+Double Click can now replace the geometry of the current Insert Mesh SOP with the geometry from the KitBash panel 24. Combine and Boolean now offer to select nodes at the object level if the tool was launched inside the SOP container 25. Set Flow creates more accurate geometry in unusual situations. 26. Added a Point Weld tool (Alt+W) for interactive point stitching 27. The Soft Boolean SOP can be configured interactively. It also has a slightly improved performance. 28. Collapse History (Left) renamed to Pack History 29. Many tools are assigned to new hotkeys. The ToggleCompass tool is now called with the Backspace key. 30. The Edit Mesh shelf tool now renamed to Modeler 31. Modeler now moved to the package Houdini system instead of using houdini.env